mirror of
https://github.com/gwenhael-le-moine/c-urs_-toil-s.git
synced 2024-12-26 09:58:48 +01:00
store dom container name into state
This commit is contained in:
parent
240233cc0e
commit
fb35f9a22c
1 changed files with 48 additions and 47 deletions
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@ -15,14 +15,6 @@ var direction = {
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RIGHT : 'r'
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RIGHT : 'r'
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};
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};
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var state = {
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moving : cell.BALL,
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distance_travelled : 0,
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level : 0,
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board : "",
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board_infos : { }
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};
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var levels = [ "#################@## x#H## x #### ##x ## ## x #### x x x ## x x## x ## ##x x#################",
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var levels = [ "#################@## x#H## x #### ##x ## ## x #### x x x ## x x## x ## ##x x#################",
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" # # # # # ### x @# #x #x x # # x x # # # x # # #H# x # # # # #xx## # # # # ",
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" # # # # # ### x @# #x #x x # # x x # # # x # # #H# x # # # # #xx## # # # # ",
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"################# x#@## ## ##H## #x x ## x x## x## #x x x# x### ##x #x x x####x ##x #################",
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"################# x#@## ## ##H## #x x ## x x## x## #x x x# x### ##x #x x x####x ##x #################",
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@ -104,8 +96,8 @@ function won_or_not( state ) {
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return count_gifts( state ) === 0;
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return count_gifts( state ) === 0;
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}
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}
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function full_display_on_canvas( state, canvas_elt ) {
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function full_display_on_canvas( state ) {
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var ctx= $( canvas_elt )[ 0 ].getContext( '2d' ); //$() returns a jquery object, [0] to get the canvas itself
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var ctx= state.board_infos.canvas.getContext( '2d' ); //$() returns a jquery object, [0] to get the canvas itself
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for ( var i=0 ; i < LEVEL_HEIGHT ; i++ ) {
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for ( var i=0 ; i < LEVEL_HEIGHT ; i++ ) {
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for ( var j=0 ; j < LEVEL_WIDTH ; j++ ) {
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for ( var j=0 ; j < LEVEL_WIDTH ; j++ ) {
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var c = get_cell( state, j, i );
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var c = get_cell( state, j, i );
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@ -126,13 +118,13 @@ function full_display_on_canvas( state, canvas_elt ) {
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}
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}
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}
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}
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function update_infos( state, elt ) {
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function update_infos( state ) {
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var infos = "<h1>Star5</h1><br />";
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var infos = "<h1>Star5</h1><br />";
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infos += "Level <em>" + (state.level+1) + "</em> of <em>" + levels.length + "</em><br />";
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infos += "Level <em>" + (state.level+1) + "</em> of <em>" + levels.length + "</em><br />";
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infos += "<em>" + count_gifts( state ) + "</em> gifts left<br />";
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infos += "<em>" + count_gifts( state ) + "</em> gifts left<br />";
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infos += "<em>" + state.distance_travelled + "</em> meters travelled";
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infos += "<em>" + state.distance_travelled + "</em> meters travelled";
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$( elt + " .gstar #infos" ).html( infos );
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$( state.dom_container + " .gstar #infos" ).html( infos );
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}
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}
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function format_help( ) {
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function format_help( ) {
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@ -144,12 +136,12 @@ function format_help( ) {
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return help;
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return help;
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}
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}
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function display_level( state, elt ) {
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function display_level( state ) {
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update_infos( state, elt );
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update_infos( state );
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full_display_on_canvas( state, elt + " #starboard" );
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full_display_on_canvas( state, state.dom_container + " #starboard" );
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}
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}
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function load_level( levelset, index ) {
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function load_level( state, levelset, index ) {
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state.level = index;
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state.level = index;
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state.board = levelset[ state.level ];
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state.board = levelset[ state.level ];
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state.distance_travelled = 0;
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state.distance_travelled = 0;
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@ -157,7 +149,7 @@ function load_level( levelset, index ) {
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return state;
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return state;
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}
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}
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function make_a_move( state, elt, where ) {
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function make_a_move( state, where ) {
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var motion = [ 0, 0 ];
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var motion = [ 0, 0 ];
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var item_coord = get_pos( state, state.moving );
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var item_coord = get_pos( state, state.moving );
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@ -213,12 +205,12 @@ function make_a_move( state, elt, where ) {
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state.distance_travelled++; /* increment distance_travelled */
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state.distance_travelled++; /* increment distance_travelled */
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}
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}
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update_infos( state, elt );
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update_infos( state );
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return state;
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return state;
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}
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}
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function start_loop( state, elt ) {
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function start_loop( state ) {
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display_level( state, elt );
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display_level( state );
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$(document).focus( );
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$(document).focus( );
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$(document).click(
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$(document).click(
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@ -240,22 +232,22 @@ function start_loop( state, elt ) {
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state.moving = ( state.moving != cell.BALL ) ? cell.BALL : cell.CUBE;
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state.moving = ( state.moving != cell.BALL ) ? cell.BALL : cell.CUBE;
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} else if ( click.x == movingpos[0] ) {
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} else if ( click.x == movingpos[0] ) {
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if ( click.y > movingpos[1] ) {
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if ( click.y > movingpos[1] ) {
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state = make_a_move( state, elt, direction.DOWN );
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state = make_a_move( state, direction.DOWN );
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} else if ( click.y < movingpos[1] ) {
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} else if ( click.y < movingpos[1] ) {
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state = make_a_move( state, elt, direction.UP );
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state = make_a_move( state, direction.UP );
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}
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}
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} else if ( click.y == movingpos[1] ) {
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} else if ( click.y == movingpos[1] ) {
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if ( click.x > movingpos[0] ) {
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if ( click.x > movingpos[0] ) {
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state = make_a_move( state, elt, direction.RIGHT );
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state = make_a_move( state, direction.RIGHT );
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} else {
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} else {
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state = make_a_move( state, elt, direction.LEFT );
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state = make_a_move( state, direction.LEFT );
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}
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}
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}
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}
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if ( won_or_not( state ) ) {
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if ( won_or_not( state ) ) {
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if ( state.level < levels.length - 1 ) {
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if ( state.level < levels.length - 1 ) {
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state = load_level( levels, state.level + 1 );
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state = load_level( state, levels, state.level + 1 );
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display_level( state, elt );
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display_level( state );
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}
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}
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else {
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else {
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alert( "You won!" );
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alert( "You won!" );
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@ -267,35 +259,35 @@ function start_loop( state, elt ) {
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function( e ) {
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function( e ) {
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switch( e.keyCode ) {
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switch( e.keyCode ) {
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case 38: // UP
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case 38: // UP
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state = make_a_move( state, elt, direction.UP );
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state = make_a_move( state, direction.UP );
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break;
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break;
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case 40: // DOWN
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case 40: // DOWN
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state = make_a_move( state, elt, direction.DOWN );
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state = make_a_move( state, direction.DOWN );
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break;
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break;
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case 37: // LEFT
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case 37: // LEFT
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state = make_a_move( state, elt, direction.LEFT );
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state = make_a_move( state, direction.LEFT );
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break;
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break;
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case 39: // RIGHT
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case 39: // RIGHT
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state = make_a_move( state, elt, direction.RIGHT );
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state = make_a_move( state, direction.RIGHT );
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break;
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break;
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case 32: // SPACE
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case 32: // SPACE
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state = switch_actor( state );
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state = switch_actor( state );
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break;
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break;
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case 78: // n
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case 78: // n
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if ( state.level < levels.length - 1 ) {
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if ( state.level < levels.length - 1 ) {
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state = load_level( levels, state.level + 1 );
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state = load_level( state, levels, state.level + 1 );
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display_level( state, elt );
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display_level( state );
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}
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}
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break;
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break;
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case 80: // p
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case 80: // p
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if ( state.level > 0 ) {
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if ( state.level > 0 ) {
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state = load_level( levels, state.level - 1 );
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state = load_level( state, levels, state.level - 1 );
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display_level( state, elt );
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display_level( state );
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}
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}
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break;
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break;
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case 82: // r
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case 82: // r
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state = load_level( levels, state.level );
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state = load_level( state, levels, state.level );
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display_level( state, elt );
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display_level( state );
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break;
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break;
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default:
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default:
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break;
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break;
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@ -303,8 +295,8 @@ function start_loop( state, elt ) {
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if ( won_or_not( state ) ) {
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if ( won_or_not( state ) ) {
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if ( state.level < levels.length - 1 ) {
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if ( state.level < levels.length - 1 ) {
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state = load_level( levels, state.level + 1 );
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state = load_level( state, levels, state.level + 1 );
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display_level( state, elt );
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display_level( state );
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}
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}
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else {
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else {
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alert( "You won!" );
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alert( "You won!" );
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@ -333,31 +325,40 @@ function load_sprites( theme ) {
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return sprites;
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return sprites;
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}
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}
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function initialize_a_star( elt ) {
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function initialize_a_star( dom_container ) {
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var state = {
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moving : cell.BALL,
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distance_travelled : 0,
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level : 0,
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board : "",
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board_infos : { },
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dom_container : dom_container
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};
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var starhtml = '<div class="gstar">';
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var starhtml = '<div class="gstar">';
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starhtml += '<aside id="help">' + format_help( state ) + '</aside>';
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starhtml += '<aside id="help">' + format_help( state ) + '</aside>';
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starhtml += '<canvas id="starboard" width="320" height="180"></canvas>';
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starhtml += '<canvas id="starboard" width="320" height="180"></canvas>';
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starhtml += '<aside id="infos"></aside>';
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starhtml += '<aside id="infos"></aside>';
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starhtml += '</div>';
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starhtml += '</div>';
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$( elt ).html( starhtml );
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$( state.dom_container ).html( starhtml );
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state.board_infos.sprites = load_sprites( "HP48" );
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state.board_infos.sprites = load_sprites( "HP48" );
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state.board_infos.canvas = $( elt + " #starboard" )[ 0 ];
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state.board_infos.canvas = $( state.dom_container + " #starboard" )[ 0 ];
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state.board_infos.offset = $( elt + " #starboard" ).offset();
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state.board_infos.offset = $( state.dom_container + " #starboard" ).offset();
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state.board_infos.dimensions = { };
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state.board_infos.dimensions = { };
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state.board_infos.dimensions.width = $( elt + " #starboard" ).width();
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state.board_infos.dimensions.width = $( state.dom_container + " #starboard" ).width();
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state.board_infos.dimensions.height = $( elt + " #starboard" ).height();
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state.board_infos.dimensions.height = $( state.dom_container + " #starboard" ).height();
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state.board_infos.cell_dimensions = { };
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state.board_infos.cell_dimensions = { };
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state.board_infos.cell_dimensions.width = state.board_infos.dimensions.width / LEVEL_WIDTH;
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state.board_infos.cell_dimensions.width = state.board_infos.dimensions.width / LEVEL_WIDTH;
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state.board_infos.cell_dimensions.height = state.board_infos.dimensions.height / LEVEL_HEIGHT;
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state.board_infos.cell_dimensions.height = state.board_infos.dimensions.height / LEVEL_HEIGHT;
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state = load_level( levels, 0 );
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state = load_level( state, levels, 0 );
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start_loop( state, elt );
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start_loop( state );
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// kinda ugly workaround around a bug causing the canvas
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// kinda ugly workaround around a bug causing the canvas
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// not to refresh the first time (before any event)
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// not to refresh the first time (before any event)
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setTimeout( function(){ display_level( state, elt ); }, 100 ); // 1/10 second
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setTimeout( function(){ display_level( state ); }, 100 ); // 1/10 second
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}
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}
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